Hidden 11 yrs ago Post by Avalant
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Neuroi....


An alien foe that comes from seemingly no where with the apparent sole purpose of the destruction of humanity. This mysterious enemy force has appeared frequently and without warning in many areas across the world throughout history. The weapons of the Neuroi mostly take on forms similar to aircraft and tanks, but their most terrifying tactic is the spreading of a corrosive miasma. Not only do normal humans have no defense against this miasma, but the remnants of the land affected by it are processed by the Neuroi into new weapons, crumbling huge sections of former nations into the sea. As the miasma seems to be unable to spread across large bodies of water, humanity has designated such areas as their main lines of defense. Though throughout those fateful beginnings of the war, humanity has yet to conceive weaponry to effectively combat the Neuroi menace. It seemed that their regenerative properties and frightening red beams of destruction could not be turned by conventional weaponry. Though now times of changed and humanity does have its ultimate trump card: The Strike Witch.



These "Strike Witches" are usually young female girls who posses great magical powers. To bring out their potential for use in battle, each Witch equips a unique machine onto their legs: the Striker Unit. With the Striker Unit equipped, they gain the ability to fly or become more agile on the ground and their tapped magical potential provides the strength to utilize weapons far too heavy and powerful for a normal person. A defensive field is also created that can protect the Witches from the Neuroi's miasma, as well as other physical weaponry, making them humanity's trump card in the war.

Its been almost six years now since the Second Neuroi war has started on the fateful day in September, 1939. Humanity has made progress on the Europa Front, but in North Africa, the Neuroi have been putting up a very stiff resistance. Generals Field Marshal Erwin Rommel, General George S. Patton, and Field Marshal Bernard Law Montgomery have been tasked with liberating North Africa to free up more supplies for the war. Currently, the generals have been stuck in a battle of attrition in Libya with the Neuroi, and the situation is beginning the worsen.

In response to the situation, a new Joint Strike Witches units has been created to boost manpower on the front, and this is where our untold story begins. Witches from around the world have answered the call and are now part of the new 509th Joint Striker Unit, tasked with the toughest strip of the front in the entire campaign. It's hot, it's dry, and death seems to lurk everywhere. Often times supplies such as ammunition or water won't always get through to this part of the front due to how frequent the Neuroi attacks are. We are the Weary Witches, covered in dust and left to rust, and this is our story.
This is a Roleplay based off of the anime series known as "Strike Witches". You will be, of course, roleplaying as one of the new members of the 509th as either a Land Witch or a Sky Witch. Land Witches have Strikers based of tank and armored vehicle counter parts such as the Tiger or Sherman tanks. These Witches have much larger and stronger shields and can carry very heavy weaponry. Sky Witches have Strikers based on aircraft counter parts of the time such as the P-51 Mustang or the BF-109 F. These Witches are fast and nimble and often carry lighter weaponry compared to their ground based counter parts. Don't let this fool you however, as a Flying Witch can carry weapons ranging from a light sub machine gun to a large 20mm auto cannon. This RP is focused on building the story of the 509th, as it is a brand new unit given the toughest job. Because of it being a new unit, there is going to be more greenhorns than rough and tough ace witches. Out of the 13 slots available, only two or three others can be filled with Witches who have extensive combat experience. I don't mind having a witch that may have seen a dogfight or two here or there, I just don't want a bunch of badasses right off the bat. This will be all dynamic character building, with your character truly discovering who she is in such a hostile environment.

As previously mentioned, there are 13 slots available, 5 being dedicated to Land Witches and the rest to Sky Witches. If not all Sky Witches slots are filled, I may make an exception to one more Land Witch. Also please note I will be having only ONE male character if any.

Slots:
Leadership:
1: "Oberstleutnant Alivia Berunhauf" (Wing Commander, Fw 190 D-9)
2: "Captain Clare Abrams" (Second in Command, M4A1E8)
Land Witches:
1 (Squad Leader):
2: "Sergeant Rosa Powers" (M18 "Hellcat")
3: "Corporal Siobhan of Connacht" (A15 Crusader)
4: "Conscript Christoph Autumn" (Panzer II)
5:
Flying Witches:
1: "Ensign Nanami Yoshida" (Kawanishi N1K Kyōfū)
2: "Sergeant Anette Beaulieu" (Arsenal VG-39)
3: "Stabsfeldwebel Odilia Dirkschneider" (Messerscharf Bf 109 G-6)
4:
5:
6:
Rules
-GM word is law! Ooohh, that sounded to controlling... Ehm, I'm always open to suggestions and discussions of course, but when I say enough, that's it.
Be kind to others! A given rule but still!-
-No power playing or god modding!! I've said this before and I will say this again, this is a dynamic roleplay focused on character development and creating a fun and interesting story with everyone, so I will NOT tolerate super character bullshit!-
-Romance is expected(most likely yuri themed, but a straight arrow will fly straight), but I don't want to see hands in the pants! Take stuff beyond a kiss to PM.-
-Be Active! I don't want to have to lead everybody by their noses. While of course I will be the one introducing big story points like an attack or big battle, this is your story too! Characters befriending and loathing each other, maybe a fight or tension between some of you, who knows? Its all up to how YOU play it out. The other side to this is actual activity. I get life can get in the way, but I want at least one or two posts every two to three days. If you don't post within the given time, I will PM you, and if no response, I will either take control or get rid of your character depending on the level of involvement.-
-This is Casual, so while I don't demand you go crazy and write page long posts, I do ask that good grammar and content in posts is given. No one liners, weird paragraph organization, LOLROFL speak, or lack of capitalization. THERE'S A SHIFT KEY FOR A REASON-
-And finally, always try to have fun! Joking around and generally having a good, creative experience is what I strive for in roleplays and I want you guys to enjoy this!-
Rules can be subjected to change

Character Creation





I found this neat little generator a while back, so this may help in character creation if you're stuck:
http://seventenths.byethost22.com/generator/generate.php

Nation List:
Imperial Government of Karlsland (Germany)
Empire of Fuso (Japan)
United States of Liberion (United States of America)
Empire of Orussia (Russia)
Republic of Gallia (France)
Suomus (Finland)
Duchy of Romagna (Italy)
Ostmark (Austria-Hungary)
Commonwealth of Britannia (United Kingdom)
Neue Karlsland (Argentina)
Moesia (Bulgaria)
Faraway Land (Canada, yes really... Canada)
Baltland (Sweden, Norway and Denmark)
Hispania (Spain)
Commonwealth of Australis (Australia)
Dacia (Romania)
Belgica (Belgium)
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Hidden 11 yrs ago Post by Avalant
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Corporal Siobhan of Connacht

Sergeant Rosa Powers

Ensign Nanami Yoshida

Conscript Christoph Autumn

Sergeant Anette Beaulieu

Stabsfeldwebel Odilia Dirkschneider
Hidden 11 yrs ago Post by Aleranicus
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Name: Christoph Autumn

Age: 19

Appearance: Image hunt is taking me forever T_T However, looks like your standard spindly, blonde-haired and blue eyed Nordic teenager is what I'm going for.

Nation: Baltland

Rank: Conscript

Striker Unit: Panzer II

Weapon: Arm mounted 20mm light cannon.

Magical Ability: Coming from the Baltic, Christoph had developed a natural affinity for snowy landscapes and navigating in the winter wilds. When his powers came to be, he found a unique ability in being able to move quickly over terrain others found difficult. Experiments in his homeland found he was able to outpace most experienced wilderness runners. While solid foundations like stone, wood and concrete offer him no benefit, Christoph can move at almost double his normal speed in snow and sand.

Animal Familiar: Black, wolf-like ears and a thick, bushy tail.

Personality: Sensitive introvert.

Bio/History: The mystery of male witches, "Warlocks," have been troubling the nations since their discovery. They are rare treasures if only because their true purposes and power are so mysterious. When Christoph Autumn's powers manifested in the depths of winter, Baltland was unsure if they should treat him as a secret weapon or an unstable bomb. His home life seemed common enough to provide stability- raised by his grandfather after his parents died in a train accident, Christoph became a self-sustaining if introverted individual. Joining the military wasn't something Christoph envisioned for himself, preferring the life of a mountain trapper to that of a soldier, but his grandfather's insistence pushed him into the second war. His conscription into the 509th was seen by the powers at home as a mad gambit. Either this new found wonder of a warlock would help break through the Neuroi lines and finish the fight, or he would die trying and so remove a potentially unstable piece from the board.
Hidden 11 yrs ago Post by VitaVitaAR
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Going to be writing mine up as soon as I get an idea. ^^;
Hidden 11 yrs ago Post by Lennon79
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/sigh... I shouldn't try to write a CS at half one in the morning >>;
I'll finish this tomorrow.
Hidden 11 yrs ago Post by Avalant
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@Lennon79
Okay, quick question of clarification. The magical power is essentially ubercharged pain killers? As in it increases her pain threshold, but doesn't actually heal her? This is totally fine by the way if that's the case, I just am a bit confused is all. Creative power if anything
Hidden 11 yrs ago Post by Lennon79
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It was going to be an emergency auto-heal sort of thing, but come to think of it the painkiller thing suits the idea I'm going for better, so lets go with that.
Again, it's not finished yet... I'll hammer out the rest after I've died for the night.
Hidden 11 yrs ago Post by Avalant
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Lennon79 said
It was going to be an emergency auto-heal sort of thing, but come to think of it the painkiller thing suits the idea I'm going for better, so lets go with that.Again, it's not finished yet... I'll hammer out the rest after I've died for the night.


Oh of course! No rush or anything! I was just curious about that. Different timezones can be bitch.
Hidden 11 yrs ago Post by Skylar
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Name: Rosa Winfield Powers

Age: 17

Appearance:\
Tall, busty, ragged blond hair with freckles. Often wears a helmet and goggles into battle to combat dust kicked up by her high-speed land striker.

Nation: Liberion

Rank: Sergeant

Striker Unit: M18 "Hellcat" tank destroyer striker

Weapon: Modified handheld 76mm cannon paired with MHVAP (Magical High-Velocity-Armor-Piercing) round along with standard AP and HE munitions. Has a pair of M1911 pistols as backup sidearms, and a trench knife she acquired by unknown means.

Magical Ability: Rune Shot
Powers can engrave magic-charged runes into her shells and bullets for extra firepower and velocity, which she often spends her time doing on-base. She can do it with other people's shells too, but it tends to damage the barrels on anything smaller than a tank cannon.

Animal Familiar: Lion

Personality:
Powers is flat out odd for a Liberion. Professional, composed, level-headed at all times even when under fire. She acts more like a Karlslander at points than a Liberion. She mostly keeps to herself, and definitely tries to avoid interacting with the rank and file troops, preferring the company of fellow witches if she has any choice. This is mostly born out of a desire to not let anyone else die for her sake, and not getting closer with soldiers likely to die.

Likes grilled ham and cheese sandwiches, preferably by the dozen. To the point of rigging one of her striker's radiators to also serve as a impromptu grill, and she's always able to hunt down ingredients to make her favored snack despite being in the middle of the desert (even if she needs to improvise sometimes). Her second-favorite pleasure is sleeping. A good sleep is a very precious and valuable thing to her. Conversely, she really doesn't like it when people wake her up.

Bio/History:

Rosa was born on the eastern seaboard of Liberion, where her witch powers manifested early but were slow to reach combat potency. Instead, when she was recruited she was drafted into the Tank Destroyer Striker development program, meant to build high-speed, high-firepower land strikers to combat large units of Neuroi. Powers developed a particular affinity for a in-development M18 Hellcat striker around the same time she reached combat power, which promptly resulted in her being forwarded to the African front to meet their high demand for witches.

Power's first battle in Africa was not pretty. Shortly after disembarking, the expeditionary force Powers was a part of was attacked by a Neuroi heavy bomber. With the bulk of their heavy equipment still on-ship, it was up to Powers and a small mixed squad of Liberion and Karlsland tanks to stop the Neuroi. Inexperienced, Powers nearly got herself killed several times over if it were not for a veteran Karlsland panzer officer that kept throwing the Neuroi off-balance with precision tank fire, before literally slapping some sense into the initially gung-ho witch. A desperate plan was hatched to lure the Neuroi away from the port using the tanks, then have Powers strike the Neuroi with some experimental MHVAP from behind. The plan worked, and the transports were safe to unload, but most of the tanks playing the bait were destroyed, taking the officer that conceived of the plan with them as well. What struck Powers the most was how readily the tank crews accepted their role in the plan, placing protecting her life over their own so readily. While she was called a hero, all she could think of was the names of those that died so she may live and fight another day. She has never forgotten a single one.

Since that battle, Powers changed from a bombastic gung-ho Liberion into a quiet and focused instrument of battle. She has had a largely supporting role in the war so far, a few skirmishes in support of larger tank groups. No kills, but dozens of assists, as benefitting the role of a fast moving tank destroyer meant to support other troops. Powers has largely operated on her own or with other witches, trying to avoid having to place more soldiers on the line for her sake. While it strongly contrasted with Patton's preferred combined-arms tactics, she fit in amongst the Karlsland panzer-witches in Rommel's army. While unusual, the need for anti-armor in the field outweighed any concerns.

With a track record of getting along with witches of other nationalities, Powers was quick to be transferred into the 509th Joint Strike Wing in the hopes she could smooth out any tensions. For Powers, its the perfect assignment. An all-witch unit for all-witch missions. And perhaps a chance to open up to others once again.
Hidden 11 yrs ago Post by Rin
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Oh right, still very interested although I'll have to wait until tomorrow to work on my character since my hardware informant is kind of asleep right now. Oh well.

...And I will have to figure out a good magical ability for a locust/grasshopper that doesn't involve jumpkicking enemies so hard they explode. Hmmm.
Hidden 11 yrs ago Post by Avalant
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@Skylar
I love the character so far. Grilled ham and cheese sandwiches.........mmmmmm....

Rin said
Oh right, still very interested although I'll have to wait until tomorrow to work on my character since my hardware informant is kind of asleep right now. Oh well....And I will have to figure out a good magical ability for a locust/grasshopper that doesn't involve jumpkicking enemies so hard they explode. Hmmm.


Well is it a Land Witch or a Sky Witch? I got some ideas for ya that may help.
Hidden 11 yrs ago Post by Rin
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Sky. I just like the idea of flying too much to not go for it, really. XD
Hidden 11 yrs ago Post by Avalant
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Rin said
Sky. I just like the idea of flying too much to not go for it, really. XD


XD I hear ya! Okay, so maybe if you want the ability to be linked with theFamiliar (which it doesn't have too) then it could be something along the lines of sound, like she could be able to create a loud or distracting noise to disorientate or actually harm the enemy. Or something along those lines.

Like I said, the ability doesn't have to be linked to the Familiar if you don't want to.
Hidden 11 yrs ago Post by VitaVitaAR
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All I know for sure is that my character's familiar will be a bunny. That is kind of it. ^^;
Hidden 11 yrs ago Post by Avalant
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VitaVitaAR said
All I know for sure is that my character's familiar will be a bunny. That is kind of it. ^^;


Well if you wanna get some ideas, try to generator!
Hidden 11 yrs ago Post by Rin
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Oh, it doesn't? That's good, I guess. Although I still really have to fight the urge to go with the jumpkicks. I mean, I wanted to make her an insect, and it somehow ended up as a locust/grasshopper, and now I'm trying not to make her basically be a Kamen Rider because that would be weird (also because I'm already playing those in a few other things right now and variety is good). ^^;
Hidden 11 yrs ago Post by Avalant
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Oh yeah, my two CSs are done and in the "Character" section. Feel free to use those as a sort of base or example if you want.
Hidden 11 yrs ago Post by Lost Cause
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Well, she's half finished.

Name: Nanami Yoshida (吉田 七海)

Age: 15

Appearance: PENDING

Nation: Empire of Fuso

Rank: Kaigun Shōi (海軍少尉 / Ensign)

Striker Unit: Yamanishi Shiden Model 53 N1K5-J (http://en.wikipedia.org/wiki/Kawanishi_N1K)

Weapon: Type 99-2 Model 2 Kai autocannon

Magical Ability: Hidama (火玉): Nanami has the ability to generate and manipulate fire in the same vein as Perrine's Tonnerre and Erica's Sturm abilities.

Animal Familiar: Japanese Marten

Personality: Nanami is pretty shy, to the point of generally avoiding direct contact with her peers unless pushed. If she is pushed, she's awkward and prone to stutter. In general this sort of personality would be more suited to a Night Witch, Nanami lacks the ability to generate a Magical Antenna, relegating her to conventional squadron service.

Bio/History(At least a paragraph, be sure to make it obvious that you want to keep some parts vague on purpose):
Hidden 11 yrs ago Post by Lennon79
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And Siobhan is finished :3
Hidden 11 yrs ago Post by Avalant
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Lennon79 said
And Siobhan is finished :3


Looks great! Accepted and added to the list!
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